added more pointer inits

This commit is contained in:
Mark Vejvoda
2010-06-03 21:25:33 +00:00
parent 302fbab84a
commit ff6d90a5f1
2 changed files with 5 additions and 3 deletions

View File

@@ -35,10 +35,12 @@ namespace Glest{ namespace Game{
ConnectionSlotThread::ConnectionSlotThread() : BaseThread() {
this->slotInterface = NULL;
this->event = NULL;
}
ConnectionSlotThread::ConnectionSlotThread(ConnectionSlotCallbackInterface *slotInterface) : BaseThread() {
this->slotInterface = slotInterface;
this->event = NULL;
}
void ConnectionSlotThread::setQuitStatus(bool value) {
@@ -53,7 +55,7 @@ void ConnectionSlotThread::setQuitStatus(bool value) {
}
void ConnectionSlotThread::signalUpdate(ConnectionSlotEvent *event) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] event = %p\n",__FILE__,__FUNCTION__,__LINE__,event);
if(event != NULL) {
MutexSafeWrapper safeMutex(&triggerIdMutex);

View File

@@ -149,7 +149,7 @@ void ServerInterface::slotUpdateTask(ConnectionSlotEvent *event) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
if(event->networkMessage != NULL) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] before sendMessage\n",__FILE__,__FUNCTION__);
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] before sendMessage, event->networkMessage = %p\n",__FILE__,__FUNCTION__,event->networkMessage);
event->connectionSlot->sendMessage(event->networkMessage);
}
else {
@@ -705,7 +705,7 @@ void ServerInterface::broadcastMessage(const NetworkMessage* networkMessage, int
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
ConnectionSlot* connectionSlot = slots[i];
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] networkMessage = %p\n",__FILE__,__FUNCTION__,__LINE__,networkMessage);
ConnectionSlotEvent &event = eventList[i];
event.networkMessage = networkMessage;